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Topic: Game Crashes going to Deck 5 Read 1648 times  

6666cd1457827Gerflab

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Hey guys,

Im new to the board here and I was wondering if yall can help me with a problem im having. Ive been playing SS2 with Secmod installed(which is amazing btw) and i just completed deck 4 and jumped into the elevator to go to deck 5 and when i hit the button the game goes to loading screen and loads super fast but when it gets back to the game its just a black screen and the HUD,cant do anything,hear anything and i noticed my life bar is drained like i died. This troubles me since i like playing games with minimal saves and the only save i made was literally before i walked into the elevator......has anyone had this problem or anyone know a solution???
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6666cd1457a3dvoodoo47

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do you have a save right before the transition?

6666cd1457d9dGerflab

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do you have a save right before the transition?
The only other save i have is right before i get on the elevator to go to deck 5 after i completed all the sim units on deck 4. I can go to every other deck with no prob but i get that going to deck 5.

6666cd1457ef2voodoo47

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yeah, that will do, share it. also, your ss2bmm.log and ss2log, both are in the SS2 folder.

6666cd1458001Gerflab

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There you go and thanks for responding quickly.
[Save_Logs.rar expired]

6666cd145810evoodoo47

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a quick thing to try - disable all mods but Secmod (some questionable stuff there, the raw ND 2.47 package included?) and attempt the transition again.

6666cd145821fGerflab

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Ok i will when i get home for work and ill let yah know whats up.
Acknowledged by: voodoo47

6666cd14590daGerflab

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voodoo47I figured it out, one of the mods was clashing. It was the one named shutter_shock_scp that was creating the problem. Thanks for helping man.

6666cd145925dvoodoo47

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yeeah, I'd be very careful with mods from that topic. there is a reason we keep all the lunacy contained there.

6666cd1459594sarge945

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damn now I'm genuinely curious. This will keep me up all night

6666cd1459723voodoo47

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I guess lunacy is not the best way of describing that bunch of mods, as lunacy can be fun (toothbrush hybrids yaay), this is more of a why does this even exist deal. orange Xerxes that flickers in epilepsy inducing spasms. hires waste barrel that is green. crate retextured to look like styrofoam, and the holders are purple. a turret inside every closed door at the mall.

it's just weird and of no use, and definitely no fun at all.

6666cd145991dsarge945

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I guess the nice thing about mods is that everyone can put anything out there, and people can either use it or not at their leisure. It's the ultimate form of free expression and choosing all the right mods for a perfect playthrough is almost like designing a game for the lay person.

So while those do definitely sound horrible, I am glad they exist. I hope someone finds them useful.

EDIT: AHA, I found the thread. Curiosity satisfied. Them's some ugly mods! The shutter idea is potentially cool though, but horribly balanced. Being able to repair the doors and having some goodies behind them would be a good use for the underutilised repair skill.
« Last Edit: 15. February 2022, 13:29:41 by sarge945 »

6666cd1459c88ZylonBane

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I figured it out, one of the mods was clashing. It was the one named shutter_shock_scp that was creating the problem.
Who could have guessed that a mod that's stated to require SCP would cause problems with not-SCP? This is truly a mystery.

6666cd1459f26voodoo47

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well.. yes. also, one probably shouldn't be using it with SCP either - there is some gunk saved into the map iirc, who knows what that's going to do.

either way, I'll retire the mod once beta5 is out (outdated/not compatible), looking forward to it.

6666cd145a278sarge945

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...once beta5 is out (outdated/not compatible), looking forward to it.

Coming Soon™

6666cd145a3b6ZylonBane

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We're just going to send a Beta 5 link out to everyone except Sarge.
Acknowledged by: sarge945

6666cd145a4c0sarge945

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Send me a beta 3 link instead and CALL it beta 5

6666cd145a66fvoodoo47

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and now we have a bunch of funny posts here. guess all those weird mods do have a purpose after all.
Acknowledged by: sarge945

6666cd145afccGerflab

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Who could have guessed that a mod that's stated to require SCP would cause problems with not-SCP? This is truly a mystery.

Someone who just rediscovered this and use to play this when it first came out before mods were around thats who.....called trial and error yah know hence asking for help.

6666cd145b0fbZylonBane

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Well, you got me there. Trial and error is indeed what you'd have to resort to if you refused to note the big "REQUIRES SCP_ beta4+" note in the thread for that mod. Or the fact that it has "SCP" right in the filename.

6666cd145b1d9sarge945

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I think this is less trial, and more error.

6666cd145b2bfvoodoo47

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anyway, I didn't point this out clearly - make sure to get rid of that ND SS2 2.47 package, that can't be good either.
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